189 lines
6.4 KiB
C#
189 lines
6.4 KiB
C#
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using Ryujinx.Audio.SoundIo;
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using SoundIOSharp;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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{
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/// <summary>
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/// An audio renderer that uses libsoundio as the audio backend
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/// </summary>
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public class SoundIoAudioOut : IAalOutput
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{
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/// <summary>
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/// The maximum amount of tracks we can issue simultaneously
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/// </summary>
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private const int MaximumTracks = 256;
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/// <summary>
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/// The <see cref="SoundIO"/> audio context
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/// </summary>
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private SoundIO m_AudioContext;
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/// <summary>
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/// The <see cref="SoundIODevice"/> audio device
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/// </summary>
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private SoundIODevice m_AudioDevice;
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/// <summary>
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/// An object pool containing <see cref="SoundIoAudioTrack"/> objects
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/// </summary>
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private SoundIoAudioTrackPool m_TrackPool;
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/// <summary>
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/// True if SoundIO is supported on the device.
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/// </summary>
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public static bool IsSupported => true;
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/// <summary>
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/// Constructs a new instance of a <see cref="SoundIoAudioOut"/>
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/// </summary>
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public SoundIoAudioOut()
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{
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m_AudioContext = new SoundIO();
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m_AudioContext.Connect();
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m_AudioContext.FlushEvents();
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m_AudioDevice = m_AudioContext.GetOutputDevice(m_AudioContext.DefaultOutputDeviceIndex);
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m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks);
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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/// <param name="trackId">The track to retrieve the playback state for</param>
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public PlaybackState GetState(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.State;
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}
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return PlaybackState.Stopped;
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}
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/// <summary>
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/// Creates a new audio track with the specified parameters
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/// </summary>
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/// <param name="sampleRate">The requested sample rate</param>
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/// <param name="channels">The requested channels</param>
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/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
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/// <returns>The created track's Track ID</returns>
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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if (!m_TrackPool.TryGet(out SoundIoAudioTrack track))
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{
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return -1;
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}
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// Open the output. We currently only support 16-bit signed LE
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track.Open(sampleRate, channels, callback, SoundIOFormat.S16LE);
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return track.TrackID;
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}
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/// <summary>
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/// Stops playback and closes the track specified by <paramref name="trackId"/>
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/// </summary>
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/// <param name="trackId">The ID of the track to close</param>
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public void CloseTrack(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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// Close and dispose of the track
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track.Close();
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// Recycle the track back into the pool
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m_TrackPool.Put(track);
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}
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}
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/// <summary>
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/// Starts playback
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/// </summary>
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/// <param name="trackId">The ID of the track to start playback on</param>
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public void Start(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Start();
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}
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}
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/// <summary>
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/// Stops playback
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/// </summary>
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/// <param name="trackId">The ID of the track to stop playback on</param>
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public void Stop(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Stop();
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}
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}
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/// <summary>
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/// Appends an audio buffer to the specified track
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/// </summary>
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/// <typeparam name="T">The sample type of the buffer</typeparam>
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/// <param name="trackId">The track to append the buffer to</param>
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/// <param name="bufferTag">The internal tag of the buffer</param>
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/// <param name="buffer">The buffer to append to the track</param>
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public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer)
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where T : struct
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{
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if(m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.AppendBuffer(bufferTag, buffer);
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}
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}
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/// <summary>
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/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
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/// </summary>
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/// <param name="trackId">The track to check</param>
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/// <param name="bufferTag">The buffer tag to check</param>
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public bool ContainsBuffer(int trackId, long bufferTag)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.ContainsBuffer(bufferTag);
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}
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return false;
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}
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/// <summary>
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/// Gets a list of buffer tags the specified track is no longer reserving
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/// </summary>
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/// <param name="trackId">The track to retrieve buffer tags from</param>
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/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
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/// <returns>Buffers released by the specified track</returns>
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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List<long> bufferTags = new List<long>();
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while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag))
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{
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bufferTags.Add(tag);
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}
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return bufferTags.ToArray();
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}
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return new long[0];
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}
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/// <summary>
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/// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" />
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/// </summary>
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public void Dispose()
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{
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m_TrackPool.Dispose();
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m_AudioContext.Disconnect();
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m_AudioContext.Dispose();
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}
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}
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}
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